MAVEN 1 Posted December 5, 2012 (edited) After months of exhausting border patrol work you and your squad receive an order to return to HQ at Bashnya hill so you could re-supply and get re-deployed elsewhere outside of Chernarus. Just as you enter Northern Chernarus, HQ receives important information. Namely MQ-9 drone, codename Reaper 61's scan from last night located several insurgent encampments and then came under heavy double AA fire western of Skalka hill. A two man recon team was already deployed for weeks on the hills nearby, helping monitor insurgency behind enemy lines, insurgency, which seems to be populating steadily for past few days is heavily patrolling these areas. HQ is unable to call in for reinforcements and won't be so for another two days. Since you are already in a good surprise-attack position and insurgent encampments are in your way, command tasks you with encampment inspection all along Grozovoy pass. Two man Recon team meanwhile gets tasked with inspecting and sabotaging AA positions and several hard-to-reach insurgent encampments. You will be working together as a 6 man team, codename SWEEPERS divided in two groups codename SWEEPER TEAM ONE and SWEEPER TEAM TWO. A C130 is already on the way, expected to fly over Grozovoy Pass and land at main airfield with supplies. There is no time to waste. Those AA units need to be neutralized and encampments inspected before insurgency strengthens its position in north western Chernarus and possibly ending up controlling Grozovoy Pass, our main border patrol and supply route, before our reinforcements arrive. You are tired, visibility is poor, and you are running low on ammo, but this one relies on you. Should you do this one right a promotion is inevitable. Stay sharp, be quick on the trigger. You've trained hard for this, this is your night, this is your chance. Features: -2 Team COOP where players depend on each others actions but work remotely. -A brief storyline and combat-induced setting. -Multiple interchangeable objectives. -Several scenarios and two ends. -Over 30 professionally designed custom sound effects with nothing recorded, of which 26 are custom speechbanks (Radio comms, camp talks, vehicle radios, environment) -In-game settings (By Sinky) -Brief introduction and instructions in Notes. -Semi dynamic gameplay (Random patrols, random ai spawns, etc) -Unique damping effect (Live surround sound audio) included at mission end. Requirements: -A copy of ArmA 2, ArmA 2 CO or Arma 2 Free. No extra content needed. -Some skill, this mission isn't for rookies. Visibility is poor, and there are many insurgents. Credits: -Mission by MAVEN. -Big thanks to Tyrr and Sgt Cooper for testing and Sinky for his Graphic Settings script. Download: USMC Sweepers v1.3beta. PBO Size - 5.38 MB (5,646,364 bytes) (I tried to shrink it as much I could, so much that I squeezed ~400MB producers audio and graphical content to just 5 megs and still keep some quality) DOWNLOAD Authors note: This is my very first ArmA 2 mission. I have barely a week of experience with A2's mission editor so don't expect something unique, however I did try to make it a one of a kind experience. All custom effects are designed by me, except the HQ song. In-game speech is digitally imported and I've applied heavy effects to make it as realistic as possible. Requires at least 4 players for successive play, 6 for full team play. Also note that this version (v1.2b) has some visual and audio effects excluded for testing purposes or at least until I fix some bugs with them. Hope you like this release, if you want something changed or have a bug to report, post in comments and I will take a look into it. Have fun! :D -MAVEN Mission Tips: 1. Hide your transport in woods when you are about to attack an enemy encampment, there are many patrols but due to low visibility you may not even spot them, the same goes for them, they will have limited FOV. 2. To clear an encampment, extinguish it's fireplace. Remember, you are to check and neutralize those positions, not go man-hunting, you are not in that position with such a low amount of ammo. 3. You are low on ammo, and so are insurgents who can't afford good quantities of ammunition, thus they will take more time to aim in order to put their supplies to a proper use, use this to your advantage to fall back in the dark should you come under heavy and unexpected fire. 4. STT has flares, as a STT member use them to signal when you are in OP-1. Red for, we are attacking 1-2-R, white for ,frendlies nearby at OP-1. If you run out of flares, use smoke. If you run even out of smoke, use laser marker and blink it until STO spots the signal, either in front of STO or in front of yourself, use laser marker if you are trying to locate eachother from long distances. 5. If you run into a road patrol, turn your vehicle's lights off and steer behind closest trees then shut your engine off and let them pass. Insurgents love Dshka's, run into one and you are grounded meat. 6. For best effect and unique experience, play on Veteran or Expert which is highly recommended mode. Expert mode hides HUD completely, insurgents are tuned for this mission so that they always stay the same for no matter what difficulty you select. 7. Use Direct channel only for most realism if you are STO unit, or Group Channel if you are STT. Avoid Global, Side, Commander, etc and don't contact eachother via those. In addition, disable "was killed" message so that you don't know when someone died, instead, count your men after each assault if you are the leader, that is what real USMC units do. 8. Avoid using insurgents weaponry unless you really have to, friendly fire is highly possible in such a low visibility. 9. Set post processing setting to High to calibrate your NVG effects for more realism. 10. If you are STT unit, hide bodies in open areas, if patrols see them they will be alerted and follow your grass trails, eventually killing you from behind up-close. Also, be extra careful, there are snipers. 11. Teamplay is key here. One wrong step and you may all die. If a team mate dies, your team will cope harder with objectives. STOs advantages are quantity, a fast-moving vehicle and a medic, STT's only advantages are supressed M4s, flares and smoke grenades. 12. Enemy AA units are considered neutralized when crew is killed, removed when they are satcheled. C130 will pass at random times but within 3:20 AM to 3:30 AM. 13. There is a small surprise included, though the chances of you encountering it are 30 percent. In addition, there are two scenarios. 14. This mission is semi dynamic, each replay has some small but important details changed. 15. This mission also has custom sound effects and music, play accordingly, follow markers and you may just hear the enemy talk about some interesting things. 16. When you are heading back to HQ, mid-way of its main road exit your vehicle and walk to base by the road. There is a special audio effect added that is best heard this way. 18. The mission does not end if C130 was shot down, however, extra content will be deleted and your return to HQ may result in a different scenario. Changelog: 1.3b: -Changed markers. -Changed STO vehicle. -Added vehicle for STT. -Adjusted AI (Some players found USMC Sweepers to be a bit too hard to beat) -Some minor fixes. -Changed notes. -Added Credits field. -Removed Easter Eggs (Some players found a way to abuse this) -------- 1.2b: -Fixed some bugs. -Fixed graphics settings. -Removed some visual and audio content for testing purposes. -Public beta release. -------- 1.1cb: -Completely redesigned comms, speeches and radios. -Added new comms. -Changed markers. -Added more AI, made them spawn randomly and patrol mission AO at will. -Improved notes. -Fixed few more bugs. -Added Settings script (By Sinky) -Fixed HQ environment. -Improved HQ song effects. -Improved all objectives. -Added second scenario (unfinished) -Added AT unit, also named STO units. -Improved gear loadout. -------- 1.0cb: -Fixed many bugs. -Added all main objectives. -Added comms. -Added AI speeches and radios. -Changed markers and AI behavior. -Changed gear for units. -Added STT. -Added notes. -Added HQ song with special effect (damping) -First online multiplayer test (closed beta) -------- 1.0a: -Mission making started. -Added first few objectives and STO. -Created a storyline. -Added hints. Recommended: -JSRS sound mod. -WarFX/Blastcore. -Mid-Range system for hosting. Extra content: From WIP MVD Mission Pack - MVD Barricaded Suspects Snippet (MVD Officer Helmetcam Rip) (WARNING: Strong Audio, Violence) - https://www.dropbox.com/s/lu20tjxywuw0nhh/MVD%20Barricaded%20Suspects%20Snippet%20%28MVD%20Officer%20Helmetcam%20Rip%29.mp3 USMC Sweepers Edited December 13, 2012 by MAVEN Update Share this post Link to post Share on other sites
Variable 322 Posted December 6, 2012 Feature list looks very impressive. Will be hosted on the Comrades in Arms coop server! Have you tested it on a dedicated server? Share this post Link to post Share on other sites
bardosy 158 Posted December 6, 2012 What kind of respawn is in this mission? Share this post Link to post Share on other sites
MAVEN 1 Posted December 6, 2012 Feature list looks very impressive. Will be hosted on the Comrades in Arms coop server!Have you tested it on a dedicated server? Thanks for your support. I've tested the mission on a private server only (Running BE) and it works just fine. For compatibility reasons I excluded some particle effects which I may add in a final version. Please note that some bugs are possible, in which case I will be more than glad to receive your feedback. Happy huntin' ;) What kind of respawn is in this mission? There is no respawn in this version (1.2b) as I tried to make it more realistic. However I can easily add respawn to a separate version of this mission should I receive sufficient amount of requests. Share this post Link to post Share on other sites
colossusking 1 Posted December 6, 2012 Sounds and looks pretty good when i get home I will download it Good Job and Keep up the good work! Share this post Link to post Share on other sites
Variable 322 Posted December 6, 2012 There is no respawn in this version (1.2b) as I tried to make it more realistic. I'm really glad to hear that! I wish more mission makers will not use respawnvive in their missions, or at least make it optional. With a game with so much emphasis on realism, I can't understand why so many missions around use respawnvive. Share this post Link to post Share on other sites
bardosy 158 Posted December 6, 2012 MABEN, variable: I really understand your point of view. ArmA is the most realistic battlefield simulation, so its players want more realism and respawn isn't the good way. But please understand me and others: it's very hard to organize a good coop party, because most ArmA player is dad and busy man. So when we gain a little free time to play coop missions and someone make a little mistake and every time and organization is wasted, because we have to start the mission again or our friend have to turn their PC off and walk back to life, so all our effort to make a good coop party is vanished. Share this post Link to post Share on other sites
MAVEN 1 Posted December 6, 2012 I'm really glad to hear that! I wish more mission makers will not use respawnvive in their missions, or at least make it optional. With a game with so much emphasis on realism, I can't understand why so many missions around use respawnvive. I agree. IMHO small and quick co-op missions should have no respawn, but should however maintain 1st aid and revive (not infinite of course) I think I forgot to mention that USMC Sweepers has 1st aid modules added ONLY for STO (Sweeper Team One) and their Medic can heal and revive squad mates, but if someone is shot gravely nothing will help there. STT (Sweeper Team Two) has no 1st aid and revives whatsoever, one won't even need it there, because if you blow your cover, insurgents will flock to your place and it's almost certain you and your squad mate are dead in a flash. STT However has covert weaponry. MABEN, variable: I really understand your point of view. ArmA is the most realistic battlefield simulation, so its players want more realism and respawn isn't the good way. But please understand me and others: it's very hard to organize a good coop party, because most ArmA player is dad and busy man. So when we gain a little free time to play coop missions and someone make a little mistake and every time and organization is wasted, because we have to start the mission again or our friend have to turn their PC off and walk back to life, so all our effort to make a good coop party is vanished. Makes sense. Revive and Respawn are in my opinion best used in missions like Domination where there are many players and chances of someone dying are extremely high. As for the busy dad thing, we are all busy, and I understand that. If you are a serious and expert A2 player, stand by for my MVD Mission Pack that will contain missions which force never-before-used tactics (In ArmA 2 that is) and combat pace in a way ArmA 2 CQB/CQC is pushed to the extremes. One good example is from MVD Barricaded Suspects where players have to save hostages, sync moves with other teams, breach, and make clear entry in a really fast manner, in fact mission can be completed within ~5 minutes, and every second something is happening, if someone makes a mistake within a team he will die, if someone dies, whole team will be wiped out. Sounds and looks pretty good when i get home I will download it Good Job and Keep up the good work! Thanks! ;) Have fun! Share this post Link to post Share on other sites
Variable 322 Posted December 6, 2012 Bardosy, I'm a father myself and my gaming time is also short and priceless. Because we don't find respawnvive missions challenging, or realistic, or fun, we play without it. Our coop sessions, which has been going on for years now (about 6-7 missions a coop night), are full with fun and enjoyment without feeling the need for respawnvive. True, in worst case scenario you might get killed early in a mission and wait until it's over, but valuing your own life is essential for good gameplay, so it's worth it! What I would recommend for you is try and play in "GROUP" respawn type, and leave a couple of open AI slots. In this way those who get killed at the beginning of the mission can take the AI slot and play on. Believe me, it's so gratifying to complete a mission without respawn that it's worth the few times that you have to sit out a mission. Join us for a game and see for yourself! :) Share this post Link to post Share on other sites
Kommiekat 11 Posted December 7, 2012 Thanks! ;) Have fun! Please consider making SP missions. There is still a strong support for them and large fan base....just saying.... Share this post Link to post Share on other sites
tom3kb 15 Posted December 7, 2012 @Kommiekat There should be no problem with playing that mission as SP (if one of teamleaders is set as player rest of units as playable). In SP this mission can be harder becose there are two teams, so you will have to play little with one team and finish some tasks then teamswitch to 2nd team and finish tasks set for them. Or you can finish whole mission by one team. ;) Share this post Link to post Share on other sites
Variable 322 Posted December 7, 2012 (edited) Gave the mission a real quick test today on the CiA coop server (windows dedicated). Just 5 minutes of play alone. I liked that both of the teams start in different positions and must follow different paths. Moreover, good job on limiting the ammo, it adds greatly to the atmosphere of the mission and to the challenge! Few suggestions, should you plan a new version: The Briefing can use map links. It will make it easier to read and understand. Since Sweeper team 1 is only four man, I think a hummer will be better suited for this type of mission. The players can't really use the truck to their advantage in the path the lies in front of them, and a hummer will open several more tactical opportunities and will contribute to the mission! I didn't see if STT has a vehicle, but if they don't maybe an offroad motorcycle will be nice? We see too few of those in Arma 2 missions... The mission starts in the middle of the night. Having to use NV all the time is a bit boring and eliminates all the beautiful colors of the game. It's only my personal opinion but I think it will be better to start in the early, dark hours of the morning and have the mission move on the lighted morning hours. Alternatively, you can select a full moon night (by changing the date) so the night will be more bright. There's also a bright night script you might want to consider using. This seems like a good mission! Keep them coming :) Edited December 7, 2012 by Variable Share this post Link to post Share on other sites
MAVEN 1 Posted December 7, 2012 Please consider making SP missions. There is still a strong support for them and large fan base....just saying.... I already did, as tom3kb mentioned, this mission is designed to use multiplayer team play as much it can. Teams depend on eachother completely. However, the above mentioned MVD pack should be SP compatible, I already tested two of the pack's missions for SP and it seems to be easy to port as missions are relatively simple on the code but heavy on tactics. I do agree SP missions are still very much supported, many people can't find good co-op servers these days (Specially after DayZ) while others have conectivity issues, so SP missions, specially if dynamic are great fun (Armored Recon, FLASHPOINT, Advancing Fronts, those are 3 I recommend for SP) @KommiekatThere should be no problem with playing that mission as SP (if one of teamleaders is set as player rest of units as playable). In SP this mission can be harder becose there are two teams, so you will have to play little with one team and finish some tasks then teamswitch to 2nd team and finish tasks set for them. Or you can finish whole mission by one team. ;) Exactly. However I do plan on making few SP compatible missions (Check comment above;)) Gave the mission a real quick test today on the CiA coop server (windows dedicated). Just 5 minutes of play alone. I liked that both of the teams start in different positions and must follow different paths. Moreover, good job on limiting the ammo, it adds greatly to the atmosphere of the mission and to the challenge!Few suggestions, should you plan a new version: The Briefing can use map links. It will make it easier to read and understand. Since Sweeper team 1 is only four man, I think a hummer will be better suited for this type of mission. The players can't really use the truck to their advantage in the path the lies in front of them, and a hummer will open several more tactical opportunities and will contribute to the mission! I didn't see if STT has a vehicle, but if they don't maybe an offroad motorcycle will be nice? We see too few of those in Arma 2 missions... The mission starts in the middle of the night. Having to use NV all the time is a bit boring and eliminates all the beautiful colors of the game. It's only my personal opinion but I think it will be better to start in the early, dark hours of the morning and have the mission move on the lighted morning hours. Alternatively, you can select a full moon night (by changing the date) so the night will be more bright. There's also a bright night script you might want to consider using. This seems like a good mission! Keep them coming :) Thanks for feedback :D To clarify your suggestions: I was thinking about the briefing, but then again I wanted to go for more interactivity and realism, I know how to add links in briefing, but in real life soldiers don't have links to click (not all that is) when deployed, they have snippets of information and a map/gps location they can then use to locate their objectives. I wanted to make players actually find things themselves and then remember those locations instead. However I might change this in future, for final release. Yes! I wanted a humvee there, but when I tested I realized, how are STT members gonna take a ride too? It didn't come to my mind that I could use a motobike just as you suggested, great suggestion, I can actually hide a bike in woods (mark of course) and change the truck to a humvee. :) I tried different timings for the mission. And found out that full moon does look cool but makes insurgents see better (and thus shoot players from a longer distance) while non-full moon night makes it harder for them to see, and forces players to always cover all sectors in order to not get ambushed and shot from 5 meters (happened to me and my friends few times, when we were busy chatting about random stuff) the night setting also forces players to stick together in order not to lose eachother in woods (designed for "was killed" server message off setting) and the specific date and time are tuned for ArmA 2's post processing setting on High/Very high as it looks more realistic. I do agree it kills off chernos beautiful colors, that's why I maybe make a day version of this mission once I fix stuff in the beta:) Thanks for your feedback once again! Share this post Link to post Share on other sites
MAVEN 1 Posted December 13, 2012 Mission updated from 1.2b to 1.3b (Read changelog for changes) USMC Sweepers 1.3b What's next? Probably non-beta release, and maybe, just maybe a singleplayer version of this mission. In which case I would like to ask those of you who played the mission and want a singleplayer version, would you rather play with STT or STO? It is important for me to know because I can make a SP version with only 1 team playable (controlled by player) Share this post Link to post Share on other sites
MAVEN 1 Posted December 17, 2012 Have you ever wondered what are those insurgents talking about? I promised myself that if this thread gets past 500 views or 10 comments I will release some translations. For those of us who speak Russian, it's easy to understand, but here's a transcript for those of you who don't. Have fun! Insurgent Radio Comm 1, weird insurgent joke: 1. Hey friend, I heard you have a new girlfriend. 2. Yeah, so what? 1. Is she hot and has big (EXPLICIT) 2. Yeah, I can't stop (EXPLICIT) when I'm with her. Sadly I'm far away from home now. 1. Don't worry, somebody is doing your job as we speak! 2. Go to hell! 2. Oh, did I tell you? 1. What? 2. Your daughter, she is very good. 1. (EXPLICIT) I will kill you! Insurgent Radio Comm 2, bored dudes: 1. Shark come in. Shark do you read? 2. This is Shark, what's up? 1. We are bored. Please, can you send us some entertainment? Please! 2. Ok. We have some cigars, beer and a spare radio. You want some? 1. Finally! 2. Understood. We are sending (along the convoy). Shark out. 1-2-R, uneasy stance: 1. No contacts so far. But we still need to hold this position! Otherwise we may get ambushed or lose it. Commander said we have to block this passage because Americans are towing supplies this way to their base. I don't like this to be honest. There is a lot of tensions lately. We are not weak, we will fight for our freedom! Yes? 2. Yes! 1. Reinforcements should be here soon. Command says we are moving after a month, maybe to the south! 1. For Red Star (Chedaki)! 2. Hurray! 1-1 (The dudes at the radio comm 2) Still bored: 1. It's so boring here! I wish we had a radio or something. Those stupid Americans play old music all night! 2. Don't worry. We will swap with others soon. 1. I'm tired of this. 2. Me as well. 2-1 (AA site) big ego: 1. Nothing can pass by us, even a fly can't. These zu33 are good, we better put them to good use soon. 1. I remember few years ago, all we had was few ak47's and few crazy guys who think they are the deal. 1. Look at us now. We have mounted machine guns. We have antiair zu33. Rockets and ak74's. We are stronger now! 2. Yes, I agree! Did you like this? Are you a talented fellow who can illustrate? Put you imagination to good use and draw illustrations of those conversations, and then I will attach your illustrations to this thread, give you credit or even bundle your illustrations to go along the mission in next versions. Only 1st 3 entries to be considered seriously, if there are none, oh well, it's a no big deal, have fun :) STT :cool: Noted. Anyone else wants STT for SP? ;) Share this post Link to post Share on other sites
Variable 322 Posted December 17, 2012 Noted. Anyone else wants STT for SP? ;) It's hard for me to tell at this stage since we haven't try the mission fully in coop yet. I really look forward to it though, especially after reading the conversations you posted! Share this post Link to post Share on other sites
MAVEN 1 Posted December 17, 2012 It's hard for me to tell at this stage since we haven't try the mission fully in coop yet. I really look forward to it though, especially after reading the conversations you posted! Take your time, it's holiday season. Once you do complete it you can give some feedback, which I no doubt appreciate :) Share this post Link to post Share on other sites
Variable 322 Posted December 20, 2012 Ok, gave Sweepers a try on the CiA dedicated server with all slots manned. Good fun! As far as the special features are concerned, we heard the text-to-speech recording - although could be better with human voice, it's still a nice touch and adds to the mission atmosphere. We also heard the effect of the AA shooting down the C-130... we were too late to take the AA unit out because we kept STT on support for STO hehe... What I looked for and didn't experience was the chats between the Chedaki militants that you put the transcripts for. We actually snuck pretty close to one of the points they hold but couldn't hear anything. Where do we suppose to hear these conversations? Also installed the MVD pack. Tested the two missions myself quickly. Looks very very nice! Looking forward to playing them... Share this post Link to post Share on other sites
MAVEN 1 Posted December 20, 2012 Ok, gave Sweepers a try on the CiA dedicated server with all slots manned. Good fun! As far as the special features are concerned, we heard the text-to-speech recording - although could be better with human voice, it's still a nice touch and adds to the mission atmosphere. We also heard the effect of the AA shooting down the C-130... we were too late to take the AA unit out because we kept STT on support for STO hehe...What I looked for and didn't experience was the chats between the Chedaki militants that you put the transcripts for. We actually snuck pretty close to one of the points they hold but couldn't hear anything. Where do we suppose to hear these conversations? Also installed the MVD pack. Tested the two missions myself quickly. Looks very very nice! Looking forward to playing them... Thanks for your feedback, Variable. I appreciate. To clarify. TTS used in Sweepers may appear unnatural indeed, well, nothing can replace natural speakers, so until I get some speakers TTS will do the trick. The AA sound is local, means ear-plugged, I have a working version of 3D one and with some custom effects but this was removed for testing purposes as it gets buggy, should be added in future versions though. The transcripts I listed above are actual audio chat in game, and it's in Russian. They don't appear as text chats in game. If you didn't have chance to hear them talk, you either have effects and speech volumes to zero or very low, or, someone else activated player triggers. Note that Sweepers is designed for 2 teams that should stick together. As for the MVD Mission Pack, if you aren't used to tactical cqb play, I suggest you train a bit according to what notes suggest. Have fun, and once again thanks for your feedback and support :) Share this post Link to post Share on other sites
doveman 7 Posted December 31, 2012 Great mission Maven, played it on the CIA server last night and very much enjoyed it. I actually found the TTS less cheesy and more immersive than a lot of real speech I've heard in some missions, so I suggest you don't replace it just for the sake of it! I died before we got to the end but one player from STT and three from STO survived and made it to the HQ but couldn't get the ending to trigger apparently. We all made it to the STT Vehicle together, then myself and one other player from STO took the motorbike to the Regroup point before driving back to the last camp to get the humvee to drive everyone to the HQ (this is where I got myself killed as I wasn't expecting reinforcements at the camp we'd just cleared, nice touch!). I wonder if the ending wouldn't trigger because we didn't gather all the surviving players (or maybe at least one from each team) at the Regroup point before proceeding? Share this post Link to post Share on other sites
MAVEN 1 Posted December 31, 2012 Great mission Maven, played it on the CIA server last night and very much enjoyed it. I actually found the TTS less cheesy and more immersive than a lot of real speech I've heard in some missions, so I suggest you don't replace it just for the sake of it!I died before we got to the end but one player from STT and three from STO survived and made it to the HQ but couldn't get the ending to trigger apparently. We all made it to the STT Vehicle together, then myself and one other player from STO took the motorbike to the Regroup point before driving back to the last camp to get the humvee to drive everyone to the HQ (this is where I got myself killed as I wasn't expecting reinforcements at the camp we'd just cleared, nice touch!). I wonder if the ending wouldn't trigger because we didn't gather all the surviving players (or maybe at least one from each team) at the Regroup point before proceeding? Thanks, Doveman. I'm glad you liked it. The ending is cut off if C130 is shot down. this was reserved for an alternate scenario (hopefully in future versions) If C130 wasn't shot down and there was no ending (a song should be played also) then please let me know as it is possible that friendly AI at HQ messed things up. When you came back to HQ, what happened? Was C130 shot down during your play? About unexpected enemies, all camps and positions have the ability to call in reinforcements if they spot anyone of you (specially STT) it takes several seconds (up to a minute or two) for insurgents to proceed their call so even with loud weapons it's possible to wipe out a position without reinforcements. However there are many patrols in woods that spawn randomly on mission start so they can always hear your gunfire and will in fact rush to the position, so it's important to execute tasks properly, specially if playing on veteran or expert. 1-2-R and 2-1 in particular have the ability to call in large amounts of reinforcements (50 cals, trucks full of infantry, nearby patrols, etc) Another thing is that STT and STO objectives insurgents swap shifts, ie, they will move from position to position randomly, so a failure to secure a position properly will almost certainly lead to fleeing insurgents going in other teams AO and alerting other insurgent groups, which will in turn result in reinforcements being called and even worse they will gather up and start searching forest, aka man hunting for any of you. Another, although rare, addition is that some patrols may spot you and decide not to open fire but rush to nearby camps and report, which may result in you and your team mates being ambushed from point blank (~5-10 m) which happened to me several times while testing and playing the mission with my friends even though I tried to scan every corner possible and we moved super slow, or they may simply decide to hold their position, follow you and call a sniper or machine gunner to finish you off. If you have suggestions please let me know :p P.S. A singleplayer version is in the works, may be released in new year and after holidays. Share this post Link to post Share on other sites
doveman 7 Posted December 31, 2012 I'll have to check but I think STT did a good job of taking out the AA quickly, so I don't think the C130 was shot down. The players who made it to the end were talking about some music playing, so if that only happens if the C130 isn't shot down that seems to confirm it. I'll have to ask those who made it to the end exactly what happened when they were at HQ. The patrols and reinforcements worked really well and kept us on our toes, with us thinking we'd cleared a position only to find ourselves being attacked by another patrol on our flank. Looking forward to the singleplayer version :) Share this post Link to post Share on other sites
Variable 322 Posted December 31, 2012 I'll have to check but I think STT did a good job of taking out the AA quickly, so I don't think the C130 was shot down. The players who made it to the end were talking about some music playing, so if that only happens if the C130 isn't shot down that seems to confirm it.I'll have to ask those who made it to the end exactly what happened when they were at HQ. The patrols and reinforcements worked really well and kept us on our toes, with us thinking we'd cleared a position only to find ourselves being attacked by another patrol on our flank. Looking forward to the singleplayer version :) I was leading STT. We cleared out the AA site rather quickly and the C130 was not shot down (in our first attempt a couple of weeks ago we were too slow and it got shot down so I know what happens when it does). The guys did hear music when they reached the end, don't know what triggered it exactly as I was already dead by then. This is one hell of a mission. The Arma 2 community demand more from you MAVEN! ;) Share this post Link to post Share on other sites
MAVEN 1 Posted December 31, 2012 I was leading STT. We cleared out the AA site rather quickly and the C130 was not shot down (in our first attempt a couple of weeks ago we were too slow and it got shot down so I know what happens when it does). The guys did hear music when they reached the end, don't know what triggered it exactly as I was already dead by then.This is one hell of a mission. The Arma 2 community demand more from you MAVEN! ;) Thanks, I'm still learning about the editor though, but will work on new missions from time to time :) The ending music and few notifications means triggers went right. It's always best when both teams go to base together and stay alive lol. As I mentioned before both endings (good or bad) have events unfinished, because I planned to add an extra scenario, but kind of rushed to release the mission in order to receive feedback and go forward from feedback input. There's no actual end in Sweepers, even when you've completed all objectives (for that matter even those are optional) there's extra optional objective HQ gives you, and that's to get back and hunt insurgents ;) Share this post Link to post Share on other sites